APÓSTASI (a proximity, insurmountable)
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apostasirpg.bsky.social
APÓSTASI (a proximity, insurmountable)
@apostasirpg.bsky.social
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A new narrative-driven, modern day, turn-based RPG. Evangelos returns to his hometown only be thrust in-between realities and forced to confront past friends, governmental meddling, a grand conspiracy, and his own past. First-time solo dev 🏳️‍🌈.
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APÓSTASI (a proximity, insurmountable)

A modern-day RPG that follows Evangelos, a young man who after nine years returns to his hometown, Asteria. There he must dive into a concurrent reality and unravel a grand conspiracy to confront his own past.

#RPGMaker | #IndieGame | #IndieDev | #RPG
What is accomplished in August will set the tone before I force myself to release a beta demo in December (forewarning: it will be rough). Ideally I get enough done for the prologue and chapter 1 to be in the demo, but we shall see.

This first demo will be solely on itch for a limited time.
I have potentially considered whether or not to try and adapt to a different, more flexible engine (I.e. Godot) but exploratory ventures have made clear that isn’t likely feasible in the near term (largely because my programming knowledge is limited to editing/modifying, not building from scratch).
Been taking a break from game dev the past week, partially due to IRL issues and partially due to a bit of burnout and frustration (both creatively and due to RM limitations).

I will be back in full swing starting in August following a trip in July, though I will work on small side tasks.
Everything is built inside a common event, which on its face works perfectly fine, but utilizing a scene (equip, items, status) and returning prevents them from closing properly.

I cannot determine why but it is frustrating to get something I like together and then not have it functional.
Don’t know if anything will be posted today as for the most of the week I’ve tried to fix an issue with the menu.

For whatever reason opening up another scene prevents other text windows (ex. time, location) from closing until the player transfers scenes and I cannot figure out how to remedy that.
Now, the lines between roles are less stringent, but that design philosophy is still present in the game and everyone still has a clear purpose.

Roles also aren’t the only influencing concept from FFXIII, as I am quite fond of FFXIII-2’s wound mechanic and so a variation of that will appear too.
The way things were designed medic was everyone’s tertiary role (so everyone had a bare minimum form of sustain and utility), but for the cast the primary roles were;

Evangelos (SAB/RAV)
Bo-Yeon (COM/SYN)
Aditi (RAV/SYN)
Mila (SEN/COM)
Luciana (SYN/SAB)
Kyrylo (COM/SEN)
Tunji (RAV/SEN).
Fun side fact; when designing characters’ general roles for combat, a lot of inspiration came from FFXIII.

Whereas in FFXIII everyone has three main assigned roles, in #APÓSTASI everyone was initially designed to follow a loose primary, secondary, and tertiary equivalent role to their skillset.
Added character statuses to the menu (works well, minor graphic issues aside).

As this is a RM picture menu (w/ 14 images and 15 text windows 🫠) everyone is locked into their designated position.

Omitted levels because they aren't relevant (think akin to FFX).

#APÓSTASI | #RPGMaker | #IndieDev
Additional notes:

Messages are based on map ID, might it utilize for something else later.

No phone app because Evangelos has no one to call (and also the dock apps are just aesthetic).

ID Maps currently do not exit back to the menu, kind of a programming quirk, but I will see about fixing that.
Enlarged the menu screen, added a few fancy little things, and it all (mostly) works.

Character statuses not implemented and few other aesthetic little gimmicks might make their way in but all else is pretty set in stone.

#APÓSTASI | #RPGMaker | #ScreenshotSaturday | #IndieDev | #GameDev
Finally getting to reimplementing the main menu, originally being abandoned due to performance issues with MV (now much better on MZ).

The phone screen will be enlarged and character statuses need to be implemented (plus a few additional extras) but it works.

#APÓSTASI | #RPGMaker | #IndieDev
Another small little #ScreenshotSaturday, testing new enemies and backgrounds for Chapter 1 areas. Some additional small combat and UI updates as well (really just increasing the GP cap to 6 and giving the gauges a slight slant).

#APÓSTASI | #RPGMaker | #IndieDev | #IndieGame | #GameDev
Evangelos will briefly reunite with Luciana after the prologue, but she appears to be not quite herself. Quite perplexing, considering how animated she had been previously.

Supposedly, she's been like this since everyone returned from winter break.

#APÓSTASI | #RPGMaker | #IndieGame | #IndieDev
also ignore the fact that it should read as "in a cage"
The main party comes together, albeit a perforated steel wall stands between them. Luckily, the guards are lackadaisical and the keys are conveniently in the same room (the same cannot be said for other locks in the building).

#APÓSTASI | #RPGMaker | #ScreenshotSaturday | #IndieGameDev | #GameDev
Depending on where I am at the end of August, the demo (tentatively releasing in December) may contain not just the prologue but also most of Chapter 1.

Chapter 1 is more directly stakes-making in its story content, but is a make-or-break moment in how the game is received and how it moves forward.
Happy Pride Month everyone! 🏳️‍🌈🏳️‍⚧️

Though I’ve been rather casual about it, to be more direct; APÓSTASI is integrally and irrevocably queer in its themes and content, featuring a broadly diverse cast and more intrinsically a (slow burn) romance between our two male leads at the story’s heart.
Note that this is not the best translation (θαλασσοπνίξιμο specifically is 'drowning at sea' and συμμόρφωση is closer to 'compliance' in a rules and regulations sense) or perhaps even the best words to use, but that is an issue that shall be addressed later.
Testing to see whether or not I should implement area titles this #ScreenshotSaturday, plus both a (temp) name for the first major zone, Το θαλασσοπνίξιμο της συμμόρφωση (The Drowning of Conformity*) and by extension an aquatic theme for the zone.

#APÓSTASI | #RPGMaker | #IndieGameDev | #GameDev
Peripheral little #ScreenshotSaturday, inside the second zone (the visual aesthetic is very liable to change).

Most work this week has been slowly learning the basics of music (it hard :( ), as free audio resources I've found don't quite match the ideal vibe.

#APÓSTASI | #RPGMaker | #IndieGameDev
A few random shots for #ScreenshotSaturday, development this week has largely been database stuff.

Not shown: Guard and Pass skills are now combined into Kinetics as having 4~ variations (most now removed) of each per character did not feel useful.

#APÓSTASI | #RPGMaker | #IndieGameDev | #GameDev
Also game dev progress this week is liable to be a tad on the slower side because it is Eurovision this week and that is the one thing that is most likely to derail me from doing anything productive.
Took a new plugin (🫠 when I was trying to avoid adding anymore of), but Mila's personal mechanic, Timoría, is done.

A counter ability that also self heals her, it increases in power with its stack number and pairs well with her provoke and defense abilities.

#APÓSTASI | #RPGMaker | #GameDev
Dynami was easy to implement, but Prosvolí was more complex.

RMMZ there doesn't seem to have an (easy) way to set a state's remaining turns to a variable, so it instead buffs the enemy's unused stat and uses that in damage calc.

Everyone also has their own basic attack commands to accommodate.